Infernity Decks are one of the newest competitive Decks, made possible by the release of The Shining Darkness. Infernity Decks are unlike any other Deck. While most Duelists like to have a lot of cards in their hands, Infernity Duelists need to have no cards in their hands in order for them to use their best cards!
Most Infernity cards will only work for a Duelist with no cards in his hand. That’s why the Infernity Decks you see in tournaments don’t usually run a lot of monsters. Since you can only Normal Summon one monster each turn, drawing too many can clog up a Duelist’s hand. Spells and Traps, however, can be Set face-down immediately so you never have to worry about them getting stuck in your hand.
Infernity Decks usually rely on getting Infernity Archfiend, Infernity Necromancer, and Infernity Beetle into the Graveyard to win. That’s why they run cards like Foolish Burial and Infernity Inferno to send those monsters from the Deck to the Graveyard. Infernity Inferno also helps Duelists discard the unwanted cards in their hands. Once a Duelist gets those 3 monsters into the Graveyard, he can use a single copy of Infernity Mirage or Infernity Launcher to win the Duel!

Use these cards to get your Infernity Monsters into the Graveyard!
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The Shining Darkness Sneak Peek starts tomorrow, and as the Countdown to Infernity reaches its end, we wanted to leave you with some cool tips and tricks you can use to surprise your opponents!
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No two Duels are ever the same. Some can end in just a few short turns, and others can last a really long time! Infernity Decks need to be able to handle both kinds of Duels. Your strategy for slower Duels will be different than your strategy for faster Duels, and you’ll want to play some different cards than usual too. This week, we’ll talk about slow Duels and the cards you can use to help you win them.
Some Decks are designed to play 1 monster at a time and then protect it with lots of Spell and Trap Cards. Gladiator Beasts are a good example of this kind of Deck. It can be really dangerous to Special Summon a lot of monsters and go for the quick win if your opponent has a lot of Set Spell and Trap Cards, so here are some cards you can use to break through your opponent’s defenses.

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This week we’re going to answer some of the common concerns that many Duelists have when they first hear about Infernity Decks. Some Duelists are discounting the Infernity strategy just because there are cards that can negate some of the key cards in the Infernity Deck. But that holds true for every winning Deck out there, and like every other winning Deck, the Infernity Deck has ways to deal with them.
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May 1st and The Shining Darkness are fast approaching as the Countdown to Infernity continues! Infernity Decks don’t need to worry about playing with no cards in hand because they can easily get any card they need out of the Deck with Infernity Archfiend. It lets you add any “Infernity” card (not just monsters, Spells and Traps too!) from your Deck to your hand when you Special Summon it!

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In a little over a month, the Dueling world will change forever. When The Shining Darkness releases, Infernity Decks will rise up and take their place at the top of the totem pole, alongside Blackwings, Gladiator Beasts, Gadgets, and all the other Decks that have been winning at tournaments across the country.
Infernity monsters have extremely powerful effects, but you can only use those effects while you have no cards in your hand. This might seem like a big drawback at first, but it really isn’t a drawback at all. We’re doing this special Countdown to Infernity series to show you how the Deck works, and tell you about the new (and old!) cards that make it great.
Let’s start with the basics. An Infernity Deck tries to win the Duel by Summoning a lot of Synchro Monsters in one turn and attacking directly with them. Mist Wurm is great for this strategy because it can return up to 3 of your opponent’s cards to their hand when it’s Synchro Summoned. It also has 2500 ATK, so if you Summon more than one in the same turn, the Attack Points and cards returned to the opponent’s hand add up.
How would you like to play a Deck that can have a field like this after just a couple turns:

Who needs a hand when you have all this?
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